Rogue
Base Class: Rogue

Those who carry out sentences of capital punishment are often shunned from normal society,
as they tend to carry the stench of death with them. Nevertheless, they can pose a serious threat to any who oppose them in combat.

Headsmans Arms

When you choose this archetype at 3rd level, you learn how to utilise heavier weaponry. You gain proficiency with martial weapons. Additionally, any weapon you wield with the Two-handed feature also gains the Finesse property for you.

Chopping Block

Starting at 3rd level, you realize that an executioners job is never done.  

After reducing a target to 0 hp, you can use your bonus action to move 15 without triggering attacks of opportunity, and make a melee attack. This attack autimatically fulfills the requirements for Sneak Attack, regardless of advantage/disadvantage, but does not allow you to exceed the once per turn limit of Sneak Attack.

Beware the Hangman

Starting at 9th level, you settle into your role as a feared outcast.

You have advantage on ability checks made to intimidate someone. Guards of any non-hostile faction will not attack you or your allies, unless directly ordered to do so by a superior.
Additionally, your hit point maximum increases by 9, and it increases by 1 every time you gain a level.

Stay of Execution

At 13th level, you learn to keep death at bay, but only for a short while. 

When a friendly creature within 30ft of you gets hit by an attack that would reduce them to 0 hp, you can use your reaction to delay their death for a moment.
The creature does not take the damage of the attack until the end of their next turn. If the creature is unconscious at the end of their next turn, the delayed damage is nullified.
Once you do so, you can't use this feature again until you finish a short rest.

Guillotine! Guillotine! Guillotine!

Beginning at 17th level, your expertise in death allows you to give any creature a swift end.

You can use a bonus action to mark a creature within 60ft of you, loudly declaring their public execution. Beginning from the start of your next turn, the first time you hit a marked target with an attack during your turn, you can treat the attack roll as a 20.
Additionally, if the attack hits and the target's current hit points are less than the maximum damage of your attack, the target instantly drops to 0 hp. Creatures killed in this way cannot be revived by any means short of a Wish spell.

Once you mark a creature, you can’t use this feature again until you finish a long rest. The mark remains on the creature for a week, or until you use this feature again.

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